| AJM8665 |
Hey all,
I’m opening up this recruiting thread to look for four players for a new Kingmaker PbP I plan to run concurrently with my RL Kingmaker game. A fifth spot is reserved for a friend who will either be playing a Gnome Bard, or a Half-orc Inquisitor, depending. I’ll close this recruitment thread Monday night and announce the final characters on Tuesday the 24th.
About me, I’m a SLOW poster as a GM, I would like to give everyone time to respond to a situation rather than railroad a character into an action that they wouldn’t have necessarily have taken. That being said I can tolerate absences of up to a couple of days without getting worried. Anything over three days without posting, without prior warning, requires a Doctor’s note or a letter from your parents.
During the next few days I'd like everyone to think about what type of character they would like to play along with their reasons behind why they would accept the Swordlord's charter. A brief character background would also be appreciated.
Now just some quick guidelines:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed.
• Classes: All classes (Base and Prestige) from PFRPG core rulebook plus those from the Advanced Player's Guide (APG) and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG or UM) will be allowed.
• Favored Class: The favored class options from the Core Rulebook and the APG will be acceptable.
• Alignment: Characters can be any Good or Neutral alignment. No evil alignments will be allowed
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability can be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from the Core Rulebook, APG, or UM will be acceptable. Any 3.5 feat will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Kingmaker's Player's Guide.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.
That's about all I can think of right now, but I'm sure there will be more later. If you have any questions feel free to ask.
| DM Aron Marczylo |
here's Davor Mason
and here's Poshment Underhill
I'll use herolab to rebuild with one trait being kingmaker and changing the starting gold so to buy more for those certain characters. Apart from that I think they're all okey.
| DM Aron Marczylo |
here's Davor Mason
and here's Poshment Underhill
I'll use herolab to rebuild with one trait being kingmaker and changing the starting gold so to buy more for those certain characters. Apart from that I think they're all okey.
Alright, done them both, however a few things I need to chack with you. Deadeye, my half-orc's trait is from Orcs of Golarian if that's okey.
| AJM8665 |
Alright, done them both, however a few things I need to chack with you. Deadeye, my half-orc's trait is from Orcs of Golarian if that's okey.
Yeah, it's fine.
Just as an FYI. If a feat or trait makes sense thematically or is adequately explained in your background I'm, generally, not going to call you on it.
| Monkeygod |
Idc how long it takes you to post(as long as its not like one post every month or three), I have been dying to play in Kingmaker.
Thinking either Winter Witch, or a Ranger of some sort. Ranger would most likely be an Elf, Witch a human. Might, maybe go with a Halfling Rogue.
I can post numerous times a day usually, if I have to. Tween my laptop at home and my smartphone cell from work, I can be rather active.
I'll figure out which character and make a CS tonight if able.
| AJM8665 |
Out of curiosity how slow of GM posting are we talking about ?
Perhaps I should clarify. I prefer to let the characters drive the action and have been known to let the interaction slow down until you can hear the crickets in the background just to make sure everybody's had a chance to say their piece. Generally I post every other day just to keep things moving unless the situation warrants faster posting.
If it's a situation that requires me to post immediately, such as combat or other situations, I'm generally online from 9:00 am to 5:00 pm CDT Monday through Friday to respond. Then again for an hour or two after my daughter has gone to bed (and occasionally a couple times during the weekend).| DukeRuckley |
I have a couple of characters I have been thinking about playing lately. I'll just go ahead and throw them out there to see if any fit in with your campaign. I'm willing to play any of these.
1) A fighter that focuses on tripping with polearms. I've heard they are very fun to play, and I wouldn't mind trying it out.
2) I have a Dwarven Ranger that I created for an in-person game that never happened. He was focused on urban combat, so he'll need some rework to fit the Kingmaker AP a little bit, but otherwise I think he'd make a decent fit. He's a two-weapon fighter and would probably take Skirmisher to replace his magically ability (not sure yet).
3) Some sort of witch or sorceror because I have never played on before. I'd most likely focus on Elements for the witch and either Stormborn or Starsoul for the sorceror (I'm not sure what's available in Ultimate Magic, as I don't have the book yet).
Let me know what you think and I'll start putting the ideas down on paper.
Edit: I should note that the ranger (option 2) can also take the guide archetype in addition to the skirmisher. That way there won't be too many animal companions running around, with a druid in the party. I think it could be an interesting combination.
| Sunderstone |
Fair enough, appreciate the honesty.
From my readings of various pbp ongoings, I too would never stop, rush, or slow any interactions with the group if they are having fun, I'd join in where applicable, etc. That said pbp campaigns can be extremely slow moving and Kingmaker could take years to complete.
While I would'nt impose any time limits either, Im dying to play in an "fairly active" Kingmaker pbp (my favorite AP btw) campaign with high hopes of seeing it through to it's conclusion.
Generally I post every other day just to keep things moving unless the situation warrants faster posting.
Im probably looking for a slightly faster flowing pbp (based on the above quote of a post every other day from a GM) or eventually I'll have to run one myself to satisfy my long running Kingmaker urge (prefer to play over GM atm). Im also not saying a GM has to monitor the pbp every second with half-dozen or more posts a day, just a tad more than the quote suggests.
late edit** Im probably in the minority too, I think alot of people do pbp because they can only post infrequently, have busier irl games, etc. Im just one of a few that lost the irl game and look to pbp for the tabletop goodness.
| Fraust |
Throwing together ideas for this...going to read the players guide tonight and throw proposals up tomorrow if that works. I'm assuming this isn't a first come first serve deal? If that's correct, any idea on what you'd rather see? Lots of back story? Well meshed with the Kingmaker setting? Uber optimized? Doesn't matter as long as you have a pet duck?
| AJM8665 |
Wow, thank you all for your interest. For those of you with multiple character ideas floating around in your heads all I ask is that you choose ONE character to submit for consideration. Be it a race/class combination that you've been dying to try or one that you've played so often that it's like slipping on a pair of comfortable shoes. Whatever you'd like.
No, this is not a "First come, First served" free-for-all. I will consider all submissions until Monday night and look for the best overall mix of characters, backgrounds, and motivations.
So take your time, I'll be here when you decide.
| Poor Wandering One |
Caelius was a textbook minor noble’s son. By which I mean he was a drunk, a gambler and a wastrel, vicious and petty in the bargain. His father held a small diplomatic position in New Stetven something to do with ports or river traffic. Caelius neither knew nor cared.
This went on for years. There was a regular pattern of Caelius causing a scandal and the family bailing him out. Finally after one too many drunken parties the family had enough. He was enrolled in a dueling school with a military carreer to follow. The rules were simple. Leave the school, leave the family.
Caelius washed out. The school put on an exhibition, Caelius had been drinking, and a blunted sword tip caught him in the stomach. The family would not see him.
He was in a tavern two days later staring at a drink when he met Nicos. Nicos offered Caelius a gold piece to listen to him and not finish the drink.
It turned out that Nicos had seen the exhibition. Unlike the instructors he saw something in Caelius. Nicos told him he was unsuited to the Aldori or the Taldan dueling style. He was the wrong size, the wrong shape too quick and too sloppy. Training in either style would be pointless.
Caelius thanked the man for the character assessment and asked for his drink.
To this day Caelius maintained that he never saw Nicos's hand move. One moment he was raising the glass to his lips, The next he was holding half a glass and cheap gin was soaking into his trousers.
That was his first lesson with Nicos.
Nicos taught a different style of swordwork, more fluid and adaptive than the major styles. It favored an older style of sword, broader and slightly curved. The style attacked on odd lines and used the off hand to distract and catch attention.
Nicos told Caelius that this style was descended from one used by Rostov horsemen long before the Conqueror came. No one remembers it now.
So Caelius trained and lived and worked what jobs could be found for three happy years.
Then came the duel. It was a classmate from the school he washed out of. One he strongly disliked. There was taunting, chiding him about is fall from grace. He even revealed that the wine they gave to Caelius the night before the exhibition was drugged. When they laughed at the old style sword he was wearing satisfaction was demanded.
It turns out that it is not illegal to duel. It is illegal for a commoner to duel a noble; especially if the commoner leaves the noble with a scar where his eyebrows used to be.
Caelius was arrested for dueling; Nicos was arrested for fomenting violence. It took two years for the law to recognize that Caelius was still technically a noble. Two years spent in hell. Caelius survived. Nicos was an old man, he didn't.
Leaving the prison Caelius finds a notice about the Stolen Lands. Nicos had often talked about finding somewhere new, a place on the edge of things, a place to found a new school and teach his style of fencing. Refining and developing the style until it could challenge the Aldori. The Stolen lands looked like just the place. Caelius took one look back at Brevory, back at his life. He walked south.
Oops, sorry not exactly brief. My bad. But it does give him a good reason to sign the charter and it will be fun seeing if the kingdom rules can support a fencing salon.
Human rogue moving to free hand fighter at level 2. Sword Scion trait with longsword or scimitar if you will allow it.
DaWay
|
would like to toss my name in the ring.
I would like to play a paladin who is an aspiring aldori swordlord.
My basic idea for the character is that he is a fallen angel (Aasimar) who is battling with amnesia over what has occurred (Inspired by Castiel and Dana from the TV show supernatural). Woke up in a crater somewhere in Brevoy, fully armored with weapons, and was taken to one of the swordlords to train.
I will post the character by sunday at the absolute latest.
| DukeRuckley |
Thought I ought to give you some backstory on the Ranger. Last post unless there are questions, I promise!
Tarith is the son of a exiled Dwarf that chose to live on the surface of the world along the southern border of Brevoy. He decided to leave with his father, despite the possibility that he could never go back. He had a good life with his father, despite living in the wilderness away from civilization. When his father got sick, he became a guard and guide in order to earn wages enough to help pay for medicine. Unfortunately, the medicine didn't work, and his father passed away. Throughout his relatively short career defending travelers in Southern Brevoy, he developed the skills necessary to survive in the wilds and protect himself and others.
When he heard the call to settle the Stolen Lands, he jumped at the chance to show off his skills and knowledge. He needs something to take his mind off his father and his empty home.
Dwarven Ranger with the Skirmisher and Guide archetypes. Will likely not multiclass.
| DM Aron Marczylo |
Sunderstone wrote:Out of curiosity how slow of GM posting are we talking about ?Perhaps I should clarify. I prefer to let the characters drive the action and have been known to let the interaction slow down until you can hear the crickets in the background just to make sure everybody's had a chance to say their piece. Generally I post every other day just to keep things moving unless the situation warrants faster posting.
If it's a situation that requires me to post immediately, such as combat or other situations, I'm generally online from 9:00 am to 5:00 pm CDT Monday through Friday to respond. Then again for an hour or two after my daughter has gone to bed (and occasionally a couple times during the weekend).
As long as you post more often than my DM (hasn't posted since tuesday, no explaination) then that's fine.
| Sir Jolt |
Wow, thank you all for your interest. For those of you with multiple character ideas floating around in your heads all I ask is that you choose ONE character to submit for consideration. Be it a race/class combination that you've been dying to try or one that you've played so often that it's like slipping on a pair of comfortable shoes. Whatever you'd like.
No, this is not a "First come, First served" free-for-all. I will consider all submissions until Monday night and look for the best overall mix of characters, backgrounds, and motivations.
So take your time, I'll be here when you decide.
Good to know, thanks. This will give me time to download and read the Kingmaker Player's Guide. I'm leaning towards a NG cleric of Gozreh - probably human. But I may get different ideas after reading the Player's guide.
SJ
| Gurthock Fleshmincer |
Aaaannnddd back with the background.
One night, in secret, he gathered all the arcane knowledge at his dispoasl and retreated to a dark cave. Within he drew a glowing pattern made of mashed insects into the rock incorporating the unholy symbosl of his dark gods.
For Lamashtu, he took an effigy of his enemies and disfigured it beyond recognition swearing to sire many children in her name.
For Gorum he bellowed loudly challenging all his enemies swearing by Gorum to slay and battle in his name.
For Calistria he endured the stings of a hornets nest while swearing to seek vengeance on all those who slight him.
He did this for several days without food, water or rest. By the end he slipped itno a coma. Death or empowerment he did not care all he desired was an ending.
Something answered. He does not know who, or from where, or evne particularly why he awoke outside of the cave rippling with an alien power. No god visited him and no otherworldly power swore allegiance. He simply was. And he exulted in it. His form was monstrous, demonic even, but it was powerful.
Returning to his tribe he was met with unease and fear, even paranoia, but his challenge to the tribes chieftain, a childhood bully for countless years, was answered. The battle was fierce but swift with Gurthock the victor.
However against tribal law he stayed his hand when it came to land the final blow. His ultimate act of vengeance; was mercy. He left the tribal leader broken, battered, and defeated to forever live with his shame. Though Gurthock was banished and was considered a living ghost among his people he didn't care. He left them in peace vowing to rise above their petty hatreds and carve out his own land by word and by sword.
He started out promising enough many flew to his call when they heard of his power believing him to be the blessed of their gods. Unfortunately a raid deep into Restov's territory went poorly and his power gave up on him during a fierce battle.
His followers were slaughtered to a man and he was brought to the swordlords in chains. They had heard of him and his strange power, moreover they had heard of his efforts and were impressed. They gave him an offer, the gallows, or a chance to go into the stolen lands and start a colony. Using his talent and power he'd tame the greenbelt or die trying. IF he attempted to run or work against the swordlords they would make him a wanted man with a bounty so high vikings would come down from the far north to take his head. Simply put, they wanted to buy him off while getting the use of his services. Should he die in the process, that's a bonus.
Reluctantly, he agreed. He is now enroute and under guard to the restlands. In the meantime, he plots his revenge.
Personality: Though distrustful of strangers he puts on a stoic demeanor fitting for the warrior kings of old. He cares for his own above all and cherishes friends above all else, knowing how precious few he has had in his lifetime. He despises bullies and those who torment the weak the most though he will often do little preferring to encourage the weakling to grow strong or to answer the slights given them. He sees his current lot in life as a form of imprisonment that he plans on turning against when the time is ripe. For now, he waits, and bides while in him the dark power grows.
Looks: Gurthock appears in most ways to be a barbarian typical to the region. His numerous scars and twisted nose indicate a harsh life in the wilds. His hair is long and wild containing any number of beads, baubles and animal bones that strike his fancy. He appears physically weak and moves with stiffness and a great deal of effort. When his pwoer is manifested he appears to be a great demonic creature that strikes terror in his enemies and only serves to enhance his already significant presence.
Traits: Brigand, Poverty Stricken
Going to work on the sheet meanwhile. Feeling enthusiastic so sorry if its long.
DaWay
|
That is fine I have created two versions of the same character one an Aasimar (I have had him planned out that way for a long time) the other a Human (I can alter the backstory to fit as him being abandoned and seeking divinity rather than falling from the sky). Either way works.
Here is the backstory so far
After almost a full days march he arrived at homestead that looked a little worse for the wear but nevertheless he approached without reprieve. He was greeted by a kindly middle aged half-elf woman and was given a hot meal with her family. The amnesia was still strong but he found that when he rested he could hear what seemed to be familiar voices but the sounds they made were scattered almost incoherent.
When he awoke the next day he asked the woman if he could stay on as a farm hand and help her family with whatever they needed in exchange for food and shelter. They agreed and the arrangement was struck. It held true for many years until a group of goblins started to threaten the ranch. They were dispatched quickly by Ozaziel, now referred to simply as Oz, in swordplay that would rival many of recruits for the Aldori Dueling Swordlords.
Taking notice of Ozaziel’s talents for swordplay, the family gathered what spare cash they could afford in order to get the best for their dear friend Oz. So he was enrolled in the Dueling school only 3 years after his “birth” into this world.
Oz progressed through the school rather quickly easily making friends with the best of people and making friends out of potential rivals. It is no wonder that he was enrolled by the Swordlord to be the representative into the Stolen Lands. Though Oz is beginning to suspect a hint about his nature as it seems closer he gets to his purpose as a former angel the more celestial his powers grow.
Throughout his schooling he has found his nature is more revealing. He had a penache for tending the minor cuts and bruises that plagued the schools students. Through discourse with other students he had come to learn of the Empyreal Lords and now bears a silver chain that holds charms of each of their symbols with Ragathiel holding the central location. Others have started to call him Paladin, though he refuses this title saying that he feels unworthy of such esteem and that he merely does what feels natural to him.
| Deleon |
I'm interested in joining this game if you are still accepting character submissions.
EZRAEL GREX CR 1/2
Male Human (Chelaxian) Inquisitor 1
LN Medium Humanoid (Human)
Init +2; Senses Perception +9
--------------------
DEFENSE
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 8 (1d8); Judgement of Profane Healing 1
Fort +2, Ref +2, Will +8
Defensive Abilities Judgement of Profane Protection +1; DR Judgement of Profane Resiliency 1: Magic; Resist Judgement of Profane Purity +1, Judgement of Profane Resistance 2 (Fire)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +0 (1d3/20/x2)
Special Attacks Judgement of Profane Destruction +1, Judgement of Profane Justice +1, Judgement of Profane Piercing +1, Judgement of Profane Smiting (Magic)
Inquisitor Spells Known (CL 1, +0 melee touch, +2 ranged touch):
1 (2/day) Burst Bonds (DC 14), Wrath (DC 14)
0 (at will) Disrupt Undead, Detect Magic, Brand (DC 13), Guidance
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 10, Int 14, Wis 16, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Alertness, Iron Will
Traits Indomitable Faith, Skeptic
Skills Bluff +6, Disguise +6, Intimidate +7, Knowledge: Arcana +6, Knowledge: History +3, Knowledge: Religion +6, Perception +9, Sense Motive +10, Stealth +6, Survival +7 Modifiers Monster Lore
Languages Common, Elven, Varisian
SQ Inquisitor Domain: Liberation, Judgement (1/day) (Su), Liberation (1 rounds/day) (Su)
--------------------
SPECIAL ABILITIES
--------------------
Inquisitor Domain: Liberation Granted Powers: You are a spirit of freedom and a staunch foe against all who would enslave and oppress.
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +1 (Su) Weapon Damage bonus.
Judgement of Profane Healing 1 (Su) Fast Healing
Judgement of Profane Justice +1 (Su) Attack bonus
Judgement of Profane Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +1 (Su) AC bonus
Judgement of Profane Purity +1 (Su) Save bonus
Judgement of Profane Resiliency 1: Magic (Su) DR/magic
Judgement of Profane Resistance 2: Fire (Su) Energy Resistances
Judgement of Profane Smiting (Magic) (Su) DR bypass
Liberation (1 rounds/day) (Su) Act as if you had freedom of movement for 1 rounds/day.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
Skeptic +2 save vs. illusion.
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| lovelydwarf |
DM Aron Marczylo mentioned this game over in a pbp that appears to be dying. I'm very eager to play Kingmaker, so I thought I ought to throw my hat in the ring.
I'd like to play a chaotic good wizard named Agnatha Razumikhin. Her background is below in the spoiler:
Agnatha is an ambitious woman. Her grandfather did something–family accounts varied as to whether it was a disastrous love affair or some display of cowardice on the battlefield–that resulted in his banishment from House Medyved. From what Agnatha remembers of her grandfather, the old man took his dispossession in stride, happy to spend his time in the woods, conversing with the common folk and the intelligent creatures that populated the Gronzi Forest.
Unlike her grandfather, Agnatha's father–Alexei–is consumed with the dream of proving his family's worth to House Medyved. In hopes of achieving that goal, he raised his three sons to be great warriors, forcing them to spend day after day drilling and practicing with a multitude of weapons. Alexei Medyved ignored his one daughter, certain that she could do nothing to prove the worth of his family.
Despite her grandfather's advice that it was foolish to live your life trying to prove your value to others, Agnatha brooded and seethed over her father's disinterest, vowing that she would find a way to achieve greatness, that she–and not her brothers–would rebuild the reputation of her family.
When her grandfather passed away, he left her a surprising bequest: a book of spells. Seeing her opportunity to become something greater than the daughter of a fallen family, Agnatha studied the book, teaching herself wizardry. Perhaps the greatest day of her life occurred when she summoned Sonya, her thrush familiar.
Seeing the advertisement for heroes to explore the Stolen Lands and combat bandits, Agnatha saw her second opportunity to improve her station and prove her father wrong about the abilities of women. Agnatha now travels to the stolen lands, under her mother's maiden name.
Agnatha tries to appear flirty and ditzy, hoping to use people's low expectations to her advantage. Once people see past her ruse, Agnatha is revealed as a driven and dangerous woman, one who is unafraid to use the most expedient tactics to achieve her goals.
| Fraust |
I don't know if there's a feat out of 3.5 that would accomplish this, but is there anything for using a quarter staff with weapon finesse? As in, as the GM, would you allow me to spend a feat to do that?
The character I'm working on is a staff wielding magus who's very crazy irish boy with a shillelagh. If the weapon finesse thing is a go, then he'll be a halfling, if not then he'll be a human.
| Patcher |
The character is for the most part complete - the WIP is in my profile. I haven't decided on a name yet, will probably come up with something during the day. In either case, I present to you the Face. With 14 bluff and 8 diplomacy at first level. Though I might lower it to 12 bluff for Weapon Finesse instead (currently got Deceitful as the first-level feat).
Please tell me if something needs to be changed.
| Sir Jolt |
Male Human (Azlanti) Cleric 1
NN Medium Humanoid (Human)
Init +0; Senses Perception +3
--------------------
DEFENSE
--------------------
AC 17, touch 10, flat-footed 17. . (+5 armor, +2 shield)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Trident +2 (1d8+2/20/x2) and
. . Mace, Light +2 (1d6+2/20/x2) and
. . Shield, Heavy Steel -2 (1d4+2/20/x2)
[b]Special Attacks Agile Feet (6/day)
Spell-Like Abilities Icicle (6/day)
--------------------
STATISTICS
--------------------
Str 14, Dex 10, Con 14, Int 10, Wis 16, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Combat Casting, Selective Channeling
Traits Brigand, Sacred Touch
Skills Heal +7, Knowledge: Religion +4, Profession: Sailor +7, Ride -6, Stealth -6, Survival +4, Swim -4 Modifiers Brigand
Languages Azlanti, Common
SQ Aura (Ex), Channel Positive Energy 1d6 (5/day) (DC 12) (Su), Cleric Domain: Travel, Cleric Domain: Water, Spontaneous Casting
Combat Gear Trident, Mace, Light, Scale Mail, Shield, Heavy Steel; Other Gear Backpack (16 @ 21 lbs), Bedroll, Blanket, Case, map or scroll (empty), Case, map or scroll (empty), Case, map or scroll (empty), Fishhook, Flask, Flask, Flint and steel, Lantern, bullseye, Potion of Sanctuary (from Brigand), Potion of Shield of Faith +2 (from Brigand), Pouch, belt (empty), Rations, trail (per day) (10), Sack (empty), Soap (per lb), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Agile Feet (6/day) (Su) For 1r, you ignore difficult terrain.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Brigand +1 Bluff, Diplomacy, Intimidate, and Sense Motive when dealing with brigands, theives, bandits, etc.
Channel Positive Energy 1d6 (5/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Travel Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Domain: Water Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Icicle (1d6+0) (6/day) (Sp) 30' Ranged touch attack deals 1d6+0 Cold damage.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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Typing background in Word; will post later. Short story ls he had to flee Touvette when his religious abilities were discovered.
SJ
| Gurthock Fleshmincer |
Guthrock, What questions do you have?
1. Can I heal my eidolon or get the eidolon healed as a synthesist? The issue with this is that I gain the eidolons hp as temporary hitpoints. By RAW temporary hitpoints can't be healed. Thus, by raw the first time my eidolon gets banished and I get "powered down" so to speak it will always comeback at half hitpoints and it never heals naturally. You can see the issue in this.
2. Ability damage is kind of confusing. Will it apply to both my eidolon and myself? Will it only apply to whoever's scores are being used at the time(ie. my mental, its physicals)? Or will it apply to us but I will be the only sufferer when it is banished?
3. When the eidolong takes ability damage, sasdly it will not heal naturally, and sadder still it won't be able to get that ability damage dealt with until at least third level when the cleric can start throwin out lesser restoration spells. You can see how this is problematic.
I'm sure more will come up as I think about. Do apologize for the extra work.
| AJM8665 |
1. Can I heal my eidolon or get the eidolon healed as a synthesist? The issue with this is that I gain the eidolons hp as temporary hitpoints. By RAW temporary hitpoints can't be healed. Thus, by raw the first time my eidolon gets banished and I get "powered down" so to speak it will always comeback at half hitpoints and it never heals naturally. You can see the issue in this.
I would say that they could not be healed, per se, but could be rejuvenated through the Rejuvenate Eidolon line of spells.
2. Ability damage is kind of confusing. Will it apply to both my eidolon and myself? Will it only apply to whoever's scores are being used at the time(ie. my mental, its physicals)? Or will it apply to us but I will be the only sufferer when it is banished?
Since you use the Eidolon's physical stats and your mental, I would say that it would be whoever's stats are targeted. However continuous effects, say poison or disease, would transfer to you once your Eidolon's affected stat reaches 0, or your Eidolon is dismissed, or killed.
3. When the eidolong takes ability damage, sasdly it will not heal naturally, and sadder still it won't be able to get that ability damage dealt with until at least third level when the cleric can start throwin out lesser restoration spells. You can see how this is problematic.
Yeah, unfortunately there's not much I can do with this since they don't heal naturally.
I'm sure more will come up as I think about. Do apologize for the extra work.